/Engine/Plugins/Runtime/MassGameplay/Source/MassSignals/Public/MassSignalSubsystem.h
Inform single entity of a signal being raised asynchronously using the Mass Command Buffer
void SignalEntityDeferred ( [FMassExecutionContext](API\Plugins\MassEntity\FMassExecutionContext) & Context, [FName](API\Runtime\Core\UObject\FName) SignalName, const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) Entity )